i830_context.h revision c9886d535e4ac5ae108b1015a9682f4ddd297536
1/**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#ifndef I830CONTEXT_INC
29#define I830CONTEXT_INC
30
31#include "intel_context.h"
32
33#define I830_FALLBACK_TEXTURE		 0x1000
34#define I830_FALLBACK_COLORMASK		 0x2000
35#define I830_FALLBACK_STENCIL		 0x4000
36#define I830_FALLBACK_STIPPLE		 0x8000
37#define I830_FALLBACK_LOGICOP		 0x10000
38
39#define I830_UPLOAD_CTX              0x1
40#define I830_UPLOAD_BUFFERS          0x2
41#define I830_UPLOAD_STIPPLE          0x4
42#define I830_UPLOAD_INVARIENT        0x8
43#define I830_UPLOAD_RASTER_RULES     0x10
44#define I830_UPLOAD_TEX(i)           (0x10<<(i))
45#define I830_UPLOAD_TEXBLEND(i)      (0x100<<(i))
46#define I830_UPLOAD_TEX_ALL          (0x0f0)
47#define I830_UPLOAD_TEXBLEND_ALL     (0xf00)
48
49/* State structure offsets - these will probably disappear.
50 */
51#define I830_DESTREG_CBUFADDR0 0
52#define I830_DESTREG_CBUFADDR1 1
53#define I830_DESTREG_DBUFADDR0 2
54#define I830_DESTREG_DBUFADDR1 3
55#define I830_DESTREG_DV0 4
56#define I830_DESTREG_DV1 5
57#define I830_DESTREG_SENABLE 6
58#define I830_DESTREG_SR0 7
59#define I830_DESTREG_SR1 8
60#define I830_DESTREG_SR2 9
61#define I830_DESTREG_DRAWRECT0 10
62#define I830_DESTREG_DRAWRECT1 11
63#define I830_DESTREG_DRAWRECT2 12
64#define I830_DESTREG_DRAWRECT3 13
65#define I830_DESTREG_DRAWRECT4 14
66#define I830_DESTREG_DRAWRECT5 15
67#define I830_DEST_SETUP_SIZE 16
68
69#define I830_CTXREG_STATE1		0
70#define I830_CTXREG_STATE2		1
71#define I830_CTXREG_STATE3		2
72#define I830_CTXREG_STATE4		3
73#define I830_CTXREG_STATE5		4
74#define I830_CTXREG_IALPHAB		5
75#define I830_CTXREG_STENCILTST		6
76#define I830_CTXREG_ENABLES_1		7
77#define I830_CTXREG_ENABLES_2		8
78#define I830_CTXREG_AA			9
79#define I830_CTXREG_FOGCOLOR		10
80#define I830_CTXREG_BLENDCOLOR0		11
81#define I830_CTXREG_BLENDCOLOR1		12
82#define I830_CTXREG_VF			13
83#define I830_CTXREG_VF2			14
84#define I830_CTXREG_MCSB0		15
85#define I830_CTXREG_MCSB1		16
86#define I830_CTX_SETUP_SIZE		17
87
88#define I830_STPREG_ST0        0
89#define I830_STPREG_ST1        1
90#define I830_STP_SETUP_SIZE    2
91
92#define I830_TEXREG_TM0LI      0        /* load immediate 2 texture map n */
93#define I830_TEXREG_TM0S1      1
94#define I830_TEXREG_TM0S2      2
95#define I830_TEXREG_TM0S3      3
96#define I830_TEXREG_TM0S4      4
97#define I830_TEXREG_MCS	       5        /* _3DSTATE_MAP_COORD_SETS */
98#define I830_TEXREG_CUBE       6        /* _3DSTATE_MAP_SUBE */
99#define I830_TEX_SETUP_SIZE    7
100
101#define I830_TEXBLEND_SIZE	12      /* (4 args + op) * 2 + COLOR_FACTOR */
102
103enum {
104   I830_RASTER_RULES,
105   I830_RASTER_RULES_SIZE
106};
107
108struct i830_texture_object
109{
110   struct intel_texture_object intel;
111   GLuint Setup[I830_TEX_SETUP_SIZE];
112};
113
114#define I830_TEX_UNITS 4
115
116struct i830_hw_state
117{
118   GLuint Ctx[I830_CTX_SETUP_SIZE];
119   GLuint Buffer[I830_DEST_SETUP_SIZE];
120   GLuint Stipple[I830_STP_SETUP_SIZE];
121   GLuint RasterRules[I830_RASTER_RULES_SIZE];
122   GLuint Tex[I830_TEX_UNITS][I830_TEX_SETUP_SIZE];
123   GLuint TexBlend[I830_TEX_UNITS][I830_TEXBLEND_SIZE];
124   GLuint TexBlendWordsUsed[I830_TEX_UNITS];
125
126   struct intel_region *draw_region;
127   struct intel_region *depth_region;
128
129   /* Regions aren't actually that appropriate here as the memory may
130    * be from a PBO or FBO.  Will have to do this for draw and depth for
131    * FBO's...
132    */
133   dri_bo *tex_buffer[I830_TEX_UNITS];
134   GLuint tex_offset[I830_TEX_UNITS];
135
136   GLuint emitted;              /* I810_UPLOAD_* */
137   GLuint active;
138};
139
140struct i830_context
141{
142   struct intel_context intel;
143
144   GLuint lodbias_tm0s3[MAX_TEXTURE_UNITS];
145     DECLARE_RENDERINPUTS(last_index_bitset);
146
147   struct i830_hw_state state;
148};
149
150
151
152
153#define I830_STATECHANGE(i830, flag)				\
154do {								\
155   INTEL_FIREVERTICES( &i830->intel );				\
156   i830->state.emitted &= ~flag;					\
157} while (0)
158
159#define I830_ACTIVESTATE(i830, flag, mode)	\
160do {						\
161   INTEL_FIREVERTICES( &i830->intel );		\
162   if (mode)					\
163      i830->state.active |= flag;		\
164   else						\
165      i830->state.active &= ~flag;		\
166} while (0)
167
168/* i830_vtbl.c
169 */
170extern void i830InitVtbl(struct i830_context *i830);
171
172extern void
173i830_state_draw_region(struct intel_context *intel,
174                       struct i830_hw_state *state,
175                       struct intel_region *color_region,
176                       struct intel_region *depth_region);
177/* i830_context.c
178 */
179extern GLboolean
180i830CreateContext(const __GLcontextModes * mesaVis,
181                  __DRIcontext * driContextPriv,
182                  void *sharedContextPrivate);
183
184/* i830_tex.c, i830_texstate.c
185 */
186extern void i830UpdateTextureState(struct intel_context *intel);
187
188extern void i830InitTextureFuncs(struct dd_function_table *functions);
189
190/* i830_texblend.c
191 */
192extern GLuint i830SetTexEnvCombine(struct i830_context *i830,
193                                   const struct gl_tex_env_combine_state
194                                   *combine, GLint blendUnit, GLuint texel_op,
195                                   GLuint * state, const GLfloat * factor);
196
197extern void i830EmitTextureBlend(struct i830_context *i830);
198
199
200/* i830_state.c
201 */
202extern void i830InitStateFuncs(struct dd_function_table *functions);
203
204extern void i830EmitState(struct i830_context *i830);
205
206extern void i830InitState(struct i830_context *i830);
207extern void i830_update_provoking_vertex(GLcontext *ctx);
208
209/*======================================================================
210 * Inline conversion functions.  These are better-typed than the
211 * macros used previously:
212 */
213static INLINE struct i830_context *
214i830_context(GLcontext * ctx)
215{
216   return (struct i830_context *) ctx;
217}
218
219#endif
220